A couple of days ago, we had the pleasure of interviewing Alvar Jansson, the lead graphics programmer on Mad Max. Alvar told us Avalanche’s plans for its Avalanche Engine. In addition, Alvar revealed that the team is currently experimenting with some interesting tech that may take advantage of both DX12 and dynamic tessellation. Enjoy!
DSOGaming: Before we begin, please introduce yourselves to our readers.
Alvar Jansson: Hi! My name is Alvar Jansson, I’m Lead Graphics Programmer on Mad Max, which means I’m responsible for the code side of the rendering and effects on this project.
DSOGaming: Mad Max will be powered by the Avalanche Engine. Can you go into more tech details about its graphical features? (Parallax Occlusion Mapping and Screen Space Reflections support, whether it will have a full dynamic shadowing system, etc.).
Alvar Jansson: Since the Avalanche Engine has been used in several games, it has picked up a lot of graphical features along the way. The engine is optimized for open world games so you will find dynamic time of day and dynamic weather, with some big sand storms. Mad Max is set in The Wasteland where a lot of the ground is visible, so we added parallax occlusion mapping to give some depth to the terrain material.
There also isn’t any living vegetation, or bodies of water, so the variation in shaders range between materials like sand, paint, blood and chrome. We’ve got some very talented lighting and effect artists, and we work a lot with light projections and dynamic shadows as well as fire, dust and debris swirling around to create motion and variations.
DSOGaming: Avalanche Engine rivals CRYENGINE, Chrome 6, Unreal Engine 4, Frostbite, Dunia, FoxEngine and AnvilNext. Do you feel that it has what it takes to rival/beat them? What’s your future plans for it tech wise? And what new graphical features will you implement in order to make it stand out?
Alvar Jansson: The Avalanche Engine is definitely evolving. We’re developing a new volumetric landscape system that will change what type of layouts we can have in open-world games. A DX12 pipeline is also in the works, and we are researching different types of cluster-based shading. We are always aiming to support freedom and destructibility on a level that I think makes our games unique.
DSOGaming: Can you share more details about the game’s lighting system? How many number of simultaneous light sources will there be? Also will there be any Global Illumination effects and if so, can you share more details about your GI solution?
Alvar Jansson: We use a classic deferred lighting system that uses hundreds of active light sources. There’s a system for prioritizing the rendering of dynamic shadows, and the number can be scaled based on performance.
For secondary illumination from the sunlight, we use a system that filters and back-projects the ground color, this is also used to soften hard shadow edges, giving the impression of illumination from a sun halo.
DSOGaming: Mad Max is an open world title, making it by definition a CPU-bound title. Will Mad Max take advantage of more than four CPU cores? Will it support AMD’s Mantle, and are there plans for a DX12 post-launch?
Alvar Jansson: Many systems such as culling, physics and animation run on a task based system, so that will scale to many hardware threads.
DSOGaming: Lately, we’ve seen titles suffering from noticeable pop-in of objects. While some games have higher LOD levels, every game – more or less – suffers from it. What’s really puzzling us is that while dynamic tessellation basically solves this problem by varying the level of detail on the fly, no one has ever used it. What’s your opinion on dynamic tessellation and have you experimented with it in order to eliminate object/environmental pop-ins? Also, what’s your LOD solution in Mad Max?
Alvar Jansson: With the large open world, we have a LOD system that goes from tens of kilometers down to centimeters. To avoid popping in the landscape mesh, we use spatial geo-morphing. The high-res terrain LOD also contains the lower LOD’s positions so that it can blend itself out seamlessly. For long-range environment meshes we use object-space normal maps, since they give a more consistent lighting result when the topology changes. We stream the mesh LODs and texture mip levels asynchronously, ideally just what you see will be read from disk.
Dynamic tessellation is a very interesting tech. There has been some good looking examples of it being used to do detail in close-up meshes. We have a prototype of it running on our upcoming landscape technology.
DSOGaming: What were the technical challenges of creating Mad Max?
Alvar Jansson: The game has a lot of surface area and a dynamic day cycle, so we use algorithms to create parts of our world as the player gets close to it. This requires us to have minimal pre-baked assets, so it can be a challenge to give artists and designers the right level of control. With Mad Max, we’ve tried to create a balance between tuning procedural systems, and manual authoring. Each new control parameter increases the complexity of the procedural placement code, while every parameter we remove will generate more traditional artist work. I think in the end we struck a good compromise, where most of the colors are hand-set, while we kept the procedural rock/debris placement system.
DSOGaming: [Fans Question] How can you convince us that the PC version of Mad Max won’t be a ‘mere console port’?
Alvar Jansson: The Windows version has been continuously developed as one of our main platforms and is being given just as much attention. We also have a strong track record of producing games that are fun to play on the PC.
DSOGaming: Thank you very much for the interview, any last words you want to share with our fans?
Alvar Jansson: Thanks for the questions! Always great to see dedication to PC gaming and hardware. Hope you enjoy crashing cars and big explosions.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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DX 12 and
Dynamic Tessellation can’t wait !!!
great interview DSOG!!!!!
this game wont have any of that.
He skipped over the dx12 post launch question. I don’t see dx12 happening sadly
“A DX12 pipeline is also in the works”
Yeah, probably not for this game. Definitely not for JC3
Not a huge deal. DX12 is a big change from DX11 you can’t expect them to patch it into a game that is already released.
What? Mad Max isn’t released
Very good interview !!!!
Avalanche makes very polished fun games I have no worries they will give us a great PC version.
I’m definitely looking forward to this. If this is the same team that made Just Cause 2 then I have no worries about optimization.
Good stuff… BUT!
He didn’t answer the questions whether Mad Max will take advantage of more than 4 CPU cores, or if it will support Mantle…
its a console port. expect none of that.
The new consoles have 8 cores..
What no downgrade confirmed posts? I thought this was DSOG.
clickbaits are everywhere but clickbaits that might have some truth, and encourage better behaviour by developers and publishers aren’t everywhere. by raising people’s awareness about downgrade at least DSOG is doing something. what does most other sites do other than hiding game’s flaws when it is beneficial to them.
downgrade is not a new thing, but it wasn’t mentioned until after games like Watch Dogs made it too obvious.
another example is Dark Souls 2’s 60 fps durability bug, something that was kept under the rock till last minute by most websites.
i agree that DSOG doesn’t always act professionally toward them but that happens in all websites (look how they treat the game name Hatred in sites like PCG. they treat it with hate…ironically)
and most mainstream review websites dont even mention performance which is an important part of a game
If Mad Max gets downgraded, it will look like a mobile game. The game isnt impressive looking, probably because it was originally planned for last gen consoles.
cool of them to agree for an interview.
Thanks for the interview its an interesting read, I do wish you would have gone more into the unique destructibility he mentioned though.
Every time a game gets downgraded, the pig skin race shouts “consoles” like morons, when the problem is that the average Steam user’s PC is weaker than a PS4 and Nvidia Gameworks cripples games.
they did just fine with just cause 2..ran like a champ when it came out. I love these guys, seeing their name on the box is like a seal of approval.. 60 bucks well spent every time.
DX12
Tess. ?!!
well i’d like a dx11 that is working 100% , you know assassins’ creed Unity was promised a tess. patch but it never got it because it’s a lot of work to do
also Mortal Kombat X came out with some new download crap and it’s still broken with 15gb patch every week
go back to DX8 if you have to and stop this ” broken games ” trend plz
Nice interview. Really looking forward to both Mad Max and Just Cause 3.
does this game have an story? i would love an avalanche made game with story. it can keep us busy till MGS V on PC comes out.
This is not the first case iv seen but..Alver Jansen just confirmed that games on this gen “DO NOT” have to be downloaded to play..”We stream the mesh LODs and texture mip levels asynchronously, ideally just what you see will be read from disk”….WTF MICROSOFT/SONY!!! Mandatory installs my a$$. A lead programmer of a triple A game plugging directx12 and others just tossed your lies under the bus.
Its gonna be console s**tty port
Tessellation eh, AMD is gonna have to get off their rump and get better in that area very quickly instead of down sampling.
” What’s really puzzling us is that while dynamic tessellation basically solves this problem by varying the level of detail on the fly, no one has ever used it. ”
WAT?
ARE YOU KIDDING ME?
The Forge-Light engine that powers Planetside 2(2012) has been using something similar to Dynamic Tessellation for over 3 years now… Terrain Mesh streaming that updates terrain quality as your get closer to it.
Planetside 2 has 8 x 8 kilometer maps so it’s unplayable without such dynamic tessellation, no pc could run it otherwise.
I get that Planetside 2 is/was(now a bit better, since PS4 launch) a bit unknown, but to say that something that has been in use for over 3 years is no where to be found is just outrageous.
i just love them !!!!!!!!
the new Avalanche Engine looks amazing and runs amazing on every hardware even on a 6 years old GPU/CPU!
great stuff for pcgamers